define(['three'], function () {
    /**
     * @author Kyle-Larson https://github.com/Kyle-Larson
     * @author Takahiro https://github.com/takahirox
     * @author Lewy Blue https://github.com/looeee
     *
     * Loader loads FBX file and generates Group representing FBX scene.
     * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
     * Versions lower than this may load but will probably have errors
     *
     * Needs Support:
     *  Morph normals / blend shape normals
     *
     * FBX format references:
     * 	https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
     * 	http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
     *
     * 	Binary format specification:
     *		https://code.blender.org/2013/08/fbx-binary-file-format-specification/
     */


    THREE.FBXLoader = ( function () {

        var fbxTree;
        var connections;
        var sceneGraph;

        function FBXLoader( manager ) {

            this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

        }

        FBXLoader.prototype = {

            constructor: FBXLoader,

            crossOrigin: 'anonymous',

            load: function ( url, onLoad, onProgress, onError ) {
                var self = this;

                var resourceDirectory = THREE.LoaderUtils.extractUrlBase( url );

                var loader = new THREE.FileLoader( this.manager );
                loader.setResponseType( 'arraybuffer' );
                loader.load( url, function ( buffer ) {

                    try {

                        var scene = self.parse( buffer, resourceDirectory );
                        onLoad( scene );

                    } catch ( error ) {

                        setTimeout( function () {

                            if ( onError ) onError( error );

                            self.manager.itemError( url );

                        }, 0 );

                    }

                }, onProgress, onError );
            },

            setCrossOrigin: function ( value ) {

                this.crossOrigin = value;
                return this;

            },

            parse: function ( FBXBuffer, resourceDirectory ) {

                if ( isFbxFormatBinary( FBXBuffer ) ) {

                    fbxTree = new BinaryParser().parse( FBXBuffer );

                } else {

                    var FBXText = convertArrayBufferToString( FBXBuffer );

                    if ( ! isFbxFormatASCII( FBXText ) ) {

                        throw new Error( 'THREE.FBXLoader: Unknown format.' );

                    }

                    if ( getFbxVersion( FBXText ) < 7000 ) {

                        throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );

                    }

                    fbxTree = new TextParser().parse( FBXText );

                }

                //console.log( FBXTree );

                var textureLoader = new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ).setCrossOrigin( this.crossOrigin );

                return new FBXTreeParser( textureLoader ).parse( fbxTree );

            }

        };

        // Parse the FBXTree object returned by the BinaryParser or TextParser and return a THREE.Group
        function FBXTreeParser( textureLoader ) {

            this.textureLoader = textureLoader;

        }

        FBXTreeParser.prototype = {

            constructor: FBXTreeParser,

            parse: function () {

                connections = this.parseConnections();

                var images = this.parseImages();
                var textures = this.parseTextures( images );
                var materials = this.parseMaterials( textures );
                var deformers = this.parseDeformers();
                var geometryMap = new GeometryParser().parse( deformers );

                this.parseScene( deformers, geometryMap, materials );

                return sceneGraph;

            },

            // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
            // and details the connection type
            parseConnections: function () {

                var connectionMap = new Map();

                if ( 'Connections' in fbxTree ) {

                    var rawConnections = fbxTree.Connections.connections;

                    rawConnections.forEach( function ( rawConnection ) {

                        var fromID = rawConnection[ 0 ];
                        var toID = rawConnection[ 1 ];
                        var relationship = rawConnection[ 2 ];

                        if ( ! connectionMap.has( fromID ) ) {

                            connectionMap.set( fromID, {
                                parents: [],
                                children: []
                            } );

                        }

                        var parentRelationship = { ID: toID, relationship: relationship };
                        connectionMap.get( fromID ).parents.push( parentRelationship );

                        if ( ! connectionMap.has( toID ) ) {

                            connectionMap.set( toID, {
                                parents: [],
                                children: []
                            } );

                        }

                        var childRelationship = { ID: fromID, relationship: relationship };
                        connectionMap.get( toID ).children.push( childRelationship );

                    } );

                }

                return connectionMap;

            },

            // Parse FBXTree.Objects.Video for embedded image data
            // These images are connected to textures in FBXTree.Objects.Textures
            // via FBXTree.Connections.
            parseImages: function () {

                var images = {};
                var blobs = {};

                if ( 'Video' in fbxTree.Objects ) {

                    var videoNodes = fbxTree.Objects.Video;

                    for ( var nodeID in videoNodes ) {

                        var videoNode = videoNodes[ nodeID ];

                        var id = parseInt( nodeID );

                        images[ id ] = videoNode.RelativeFilename || videoNode.Filename;

                        // raw image data is in videoNode.Content
                        if ( 'Content' in videoNode ) {

                            var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
                            var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );

                            if ( arrayBufferContent || base64Content ) {

                                var image = this.parseImage( videoNodes[ nodeID ] );

                                blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;

                            }

                        }

                    }

                }

                for ( var id in images ) {

                    var filename = images[ id ];

                    if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
                    else images[ id ] = images[ id ].split( '\\' ).pop();

                }

                return images;

            },

            // Parse embedded image data in FBXTree.Video.Content
            parseImage: function ( videoNode ) {

                var content = videoNode.Content;
                var fileName = videoNode.RelativeFilename || videoNode.Filename;
                var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();

                var type;

                switch ( extension ) {

                    case 'bmp':

                        type = 'image/bmp';
                        break;

                    case 'jpg':
                    case 'jpeg':

                        type = 'image/jpeg';
                        break;

                    case 'png':

                        type = 'image/png';
                        break;

                    case 'tif':

                        type = 'image/tiff';
                        break;

                    case 'tga':

                        if ( typeof THREE.TGALoader !== 'function' ) {

                            console.warn( 'FBXLoader: THREE.TGALoader is required to load TGA textures' );
                            return;

                        } else {

                            if ( THREE.Loader.Handlers.get( '.tga' ) === null ) {

                                THREE.Loader.Handlers.add( /\.tga$/i, new THREE.TGALoader() );

                            }

                            type = 'image/tga';
                            break;

                        }

                    default:

                        console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
                        return;

                }

                if ( typeof content === 'string' ) { // ASCII format

                    return 'data:' + type + ';base64,' + content;

                } else { // Binary Format

                    var array = new Uint8Array( content );
                    return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );

                }

            },

            // Parse nodes in FBXTree.Objects.Texture
            // These contain details such as UV scaling, cropping, rotation etc and are connected
            // to images in FBXTree.Objects.Video
            parseTextures: function ( images ) {

                var textureMap = new Map();

                if ( 'Texture' in fbxTree.Objects ) {

                    var textureNodes = fbxTree.Objects.Texture;
                    for ( var nodeID in textureNodes ) {

                        var texture = this.parseTexture( textureNodes[ nodeID ], images );
                        textureMap.set( parseInt( nodeID ), texture );

                    }

                }

                return textureMap;

            },

            // Parse individual node in FBXTree.Objects.Texture
            parseTexture: function ( textureNode, images ) {

                var texture = this.loadTexture( textureNode, images );

                texture.ID = textureNode.id;

                texture.name = textureNode.attrName;

                var wrapModeU = textureNode.WrapModeU;
                var wrapModeV = textureNode.WrapModeV;

                var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
                var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;

                // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
                // 0: repeat(default), 1: clamp

                texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
                texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;

                if ( 'Scaling' in textureNode ) {

                    var values = textureNode.Scaling.value;

                    texture.repeat.x = values[ 0 ];
                    texture.repeat.y = values[ 1 ];

                }

                return texture;

            },

            // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
            loadTexture: function ( textureNode, images ) {

                var fileName;

                var currentPath = this.textureLoader.path;

                var children = connections.get( textureNode.id ).children;

                if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {

                    fileName = images[ children[ 0 ].ID ];

                    if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {

                        this.textureLoader.setPath( undefined );

                    }

                }

                var texture;

                var extension = textureNode.FileName.slice( - 3 ).toLowerCase();

                if ( extension === 'tga' ) {

                    var loader = THREE.Loader.Handlers.get( '.tga' );

                    if ( loader === null ) {

                        console.warn( 'FBXLoader: TGALoader not found, creating empty placeholder texture for', fileName );
                        texture = new THREE.Texture();

                    } else {

                        texture = loader.load( fileName );

                    }

                } else if ( extension === 'psd' ) {

                    console.warn( 'FBXLoader: PSD textures are not supported, creating empty placeholder texture for', fileName );
                    texture = new THREE.Texture();

                } else {

                    if (THREE.FBXLoader.Logging) {
                        console.log(fileName);
                    }
                    texture = this.textureLoader.load( fileName );

                }

                this.textureLoader.setPath( currentPath );

                return texture;

            },

            // Parse nodes in FBXTree.Objects.Material
            parseMaterials: function ( textureMap ) {

                var materialMap = new Map();

                if ( 'Material' in fbxTree.Objects ) {

                    var materialNodes = fbxTree.Objects.Material;

                    for ( var nodeID in materialNodes ) {

                        var material = this.parseMaterial( materialNodes[ nodeID ], textureMap );

                        if ( material !== null ) materialMap.set( parseInt( nodeID ), material );

                    }

                }

                return materialMap;

            },

            // Parse single node in FBXTree.Objects.Material
            // Materials are connected to texture maps in FBXTree.Objects.Textures
            // FBX format currently only supports Lambert and Phong shading models
            parseMaterial: function ( materialNode, textureMap ) {

                var ID = materialNode.id;
                var name = materialNode.attrName;
                var type = materialNode.ShadingModel;

                // Case where FBX wraps shading model in property object.
                if ( typeof type === 'object' ) {

                    type = type.value;

                }

                // Ignore unused materials which don't have any connections.
                if ( ! connections.has( ID ) ) return null;

                var parameters = this.parseParameters( materialNode, textureMap, ID );

                var material;

                switch ( type.toLowerCase() ) {

                    case 'phong':
                        material = new THREE.MeshPhongMaterial();
                        break;
                    case 'lambert':
                        material = new THREE.MeshLambertMaterial();
                        break;
                    default:
                        console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
                        material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
                        break;

                }

                material.setValues( parameters );
                material.name = name;

                return material;

            },

            // Parse FBX material and return parameters suitable for a three.js material
            // Also parse the texture map and return any textures associated with the material
            parseParameters: function ( materialNode, textureMap, ID ) {

                var parameters = {};

                if ( materialNode.BumpFactor ) {

                    parameters.bumpScale = materialNode.BumpFactor.value;

                }
                if ( materialNode.Diffuse ) {

                    parameters.color = new THREE.Color().fromArray( materialNode.Diffuse.value );

                } else if ( materialNode.DiffuseColor && materialNode.DiffuseColor.type === 'Color' ) {

                    // The blender exporter exports diffuse here instead of in materialNode.Diffuse
                    parameters.color = new THREE.Color().fromArray( materialNode.DiffuseColor.value );

                }
                if ( materialNode.DisplacementFactor ) {

                    parameters.displacementScale = materialNode.DisplacementFactor.value;

                }
                if ( materialNode.Emissive ) {

                    parameters.emissive = new THREE.Color().fromArray( materialNode.Emissive.value );

                } else if ( materialNode.EmissiveColor && materialNode.EmissiveColor.type === 'Color' ) {

                    // The blender exporter exports emissive color here instead of in materialNode.Emissive
                    parameters.emissive = new THREE.Color().fromArray( materialNode.EmissiveColor.value );

                }
                if ( materialNode.EmissiveFactor ) {

                    parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );

                }
                if ( materialNode.Opacity ) {

                    parameters.opacity = parseFloat( materialNode.Opacity.value );

                }
                if ( parameters.opacity < 1.0 ) {

                    parameters.transparent = true;

                }
                if ( materialNode.ReflectionFactor ) {

                    parameters.reflectivity = materialNode.ReflectionFactor.value;

                }
                if ( materialNode.Shininess ) {

                    parameters.shininess = materialNode.Shininess.value;

                }
                if ( materialNode.Specular ) {

                    parameters.specular = new THREE.Color().fromArray( materialNode.Specular.value );

                } else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {

                    // The blender exporter exports specular color here instead of in materialNode.Specular
                    parameters.specular = new THREE.Color().fromArray( materialNode.SpecularColor.value );

                }

                var self = this;
                connections.get( ID ).children.forEach( function ( child ) {

                    var type = child.relationship;

                    switch ( type ) {

                        case 'Bump':
                            parameters.bumpMap = self.getTexture( textureMap, child.ID );
                            break;

                        case 'DiffuseColor':
                            parameters.map = self.getTexture( textureMap, child.ID );
                            break;

                        case 'DisplacementColor':
                            parameters.displacementMap = self.getTexture( textureMap, child.ID );
                            break;


                        case 'EmissiveColor':
                            parameters.emissiveMap = self.getTexture( textureMap, child.ID );
                            break;

                        case 'NormalMap':
                            parameters.normalMap = self.getTexture( textureMap, child.ID );
                            break;

                        case 'ReflectionColor':
                            parameters.envMap = self.getTexture( textureMap, child.ID );
                            parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
                            break;

                        case 'SpecularColor':
                            parameters.specularMap = self.getTexture( textureMap, child.ID );
                            break;

                        case 'TransparentColor':
                            parameters.alphaMap = self.getTexture( textureMap, child.ID );
                            parameters.transparent = true;
                            break;

                        case 'AmbientColor':
                        case 'ShininessExponent': // AKA glossiness map
                        case 'SpecularFactor': // AKA specularLevel
                        case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
                        default:
                            console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
                            break;

                    }

                } );

                return parameters;

            },

            // get a texture from the textureMap for use by a material.
            getTexture: function ( textureMap, id ) {

                // if the texture is a layered texture, just use the first layer and issue a warning
                if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {

                    console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
                    id = connections.get( id ).children[ 0 ].ID;

                }

                return textureMap.get( id );

            },

            // Parse nodes in FBXTree.Objects.Deformer
            // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
            // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
            parseDeformers: function () {

                var skeletons = {};
                var morphTargets = {};

                if ( 'Deformer' in fbxTree.Objects ) {

                    var DeformerNodes = fbxTree.Objects.Deformer;

                    for ( var nodeID in DeformerNodes ) {

                        var deformerNode = DeformerNodes[ nodeID ];

                        var relationships = connections.get( parseInt( nodeID ) );

                        if ( deformerNode.attrType === 'Skin' ) {

                            var skeleton = this.parseSkeleton( relationships, DeformerNodes );
                            skeleton.ID = nodeID;

                            if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
                            skeleton.geometryID = relationships.parents[ 0 ].ID;

                            skeletons[ nodeID ] = skeleton;

                        } else if ( deformerNode.attrType === 'BlendShape' ) {

                            var morphTarget = {
                                id: nodeID,
                            };

                            morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
                            morphTarget.id = nodeID;

                            if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );

                            morphTargets[ nodeID ] = morphTarget;

                        }

                    }

                }

                return {

                    skeletons: skeletons,
                    morphTargets: morphTargets,

                };

            },

            // Parse single nodes in FBXTree.Objects.Deformer
            // The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
            // Each skin node represents a skeleton and each cluster node represents a bone
            parseSkeleton: function ( relationships, deformerNodes ) {

                var rawBones = [];

                relationships.children.forEach( function ( child ) {

                    var boneNode = deformerNodes[ child.ID ];

                    if ( boneNode.attrType !== 'Cluster' ) return;

                    var rawBone = {

                        ID: child.ID,
                        indices: [],
                        weights: [],
                        transform: new THREE.Matrix4().fromArray( boneNode.Transform.a ),
                        transformLink: new THREE.Matrix4().fromArray( boneNode.TransformLink.a ),
                        linkMode: boneNode.Mode,

                    };

                    if ( 'Indexes' in boneNode ) {

                        rawBone.indices = boneNode.Indexes.a;
                        rawBone.weights = boneNode.Weights.a;

                    }

                    rawBones.push( rawBone );

                } );

                return {

                    rawBones: rawBones,
                    bones: []

                };

            },

            // The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
            parseMorphTargets: function ( relationships, deformerNodes ) {

                var rawMorphTargets = [];

                for ( var i = 0; i < relationships.children.length; i ++ ) {

                    if ( i === 8 ) {

                        console.warn( 'FBXLoader: maximum of 8 morph targets supported. Ignoring additional targets.' );

                        break;

                    }

                    var child = relationships.children[ i ];

                    var morphTargetNode = deformerNodes[ child.ID ];

                    var rawMorphTarget = {

                        name: morphTargetNode.attrName,
                        initialWeight: morphTargetNode.DeformPercent,
                        id: morphTargetNode.id,
                        fullWeights: morphTargetNode.FullWeights.a

                    };

                    if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;

                    var targetRelationships = connections.get( parseInt( child.ID ) );

                    targetRelationships.children.forEach( function ( child ) {

                        if ( child.relationship === undefined ) rawMorphTarget.geoID = child.ID;

                    } );

                    rawMorphTargets.push( rawMorphTarget );

                }

                return rawMorphTargets;

            },

            // create the main THREE.Group() to be returned by the loader
            parseScene: function ( deformers, geometryMap, materialMap ) {

                sceneGraph = new THREE.Group();

                var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );

                var modelNodes = fbxTree.Objects.Model;

                var self = this;
                modelMap.forEach( function ( model ) {

                    var modelNode = modelNodes[ model.ID ];
                    self.setLookAtProperties( model, modelNode );

                    var parentConnections = connections.get( model.ID ).parents;

                    parentConnections.forEach( function ( connection ) {

                        var parent = modelMap.get( connection.ID );
                        if ( parent !== undefined ) parent.add( model );

                    } );

                    if ( model.parent === null ) {

                        sceneGraph.add( model );

                    }


                } );

                this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );

                this.createAmbientLight();

                this.setupMorphMaterials();

                var animations = new AnimationParser().parse();

                // if all the models where already combined in a single group, just return that
                if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {

                    sceneGraph.children[ 0 ].animations = animations;
                    sceneGraph = sceneGraph.children[ 0 ];

                }

                sceneGraph.animations = animations;

            },

            // parse nodes in FBXTree.Objects.Model
            parseModels: function ( skeletons, geometryMap, materialMap ) {

                var modelMap = new Map();
                var modelNodes = fbxTree.Objects.Model;

                for ( var nodeID in modelNodes ) {

                    var id = parseInt( nodeID );
                    var node = modelNodes[ nodeID ];
                    var relationships = connections.get( id );

                    var model = this.buildSkeleton( relationships, skeletons, id, node.attrName );

                    if ( ! model ) {

                        switch ( node.attrType ) {

                            case 'Camera':
                                model = this.createCamera( relationships );
                                break;
                            case 'Light':
                                model = this.createLight( relationships );
                                break;
                            case 'Mesh':
                                model = this.createMesh( relationships, geometryMap, materialMap );
                                break;
                            case 'NurbsCurve':
                                model = this.createCurve( relationships, geometryMap );
                                break;
                            case 'LimbNode': // usually associated with a Bone, however if a Bone was not created we'll make a Group instead
                            case 'Null':
                            default:
                                model = new THREE.Group();
                                break;

                        }

                        model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
                        model.ID = id;

                    }

                    this.setModelTransforms( model, node );
                    modelMap.set( id, model );

                }

                return modelMap;

            },

            buildSkeleton: function ( relationships, skeletons, id, name ) {

                var bone = null;

                relationships.parents.forEach( function ( parent ) {

                    for ( var ID in skeletons ) {

                        var skeleton = skeletons[ ID ];

                        skeleton.rawBones.forEach( function ( rawBone, i ) {

                            if ( rawBone.ID === parent.ID ) {

                                var subBone = bone;
                                bone = new THREE.Bone();
                                bone.matrixWorld.copy( rawBone.transformLink );

                                // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
                                bone.name = THREE.PropertyBinding.sanitizeNodeName( name );
                                bone.ID = id;

                                skeleton.bones[ i ] = bone;

                                // In cases where a bone is shared between multiple meshes
                                // duplicate the bone here and and it as a child of the first bone
                                if ( subBone !== null ) {

                                    bone.add( subBone );

                                }

                            }

                        } );

                    }

                } );

                return bone;

            },

            // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
            createCamera: function ( relationships ) {

                var model;
                var cameraAttribute;

                relationships.children.forEach( function ( child ) {

                    var attr = fbxTree.Objects.NodeAttribute[ child.ID ];

                    if ( attr !== undefined ) {

                        cameraAttribute = attr;

                    }

                } );

                if ( cameraAttribute === undefined ) {

                    model = new THREE.Object3D();

                } else {

                    var type = 0;
                    if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {

                        type = 1;

                    }

                    var nearClippingPlane = 1;
                    if ( cameraAttribute.NearPlane !== undefined ) {

                        nearClippingPlane = cameraAttribute.NearPlane.value / 1000;

                    }

                    var farClippingPlane = 1000;
                    if ( cameraAttribute.FarPlane !== undefined ) {

                        farClippingPlane = cameraAttribute.FarPlane.value / 1000;

                    }


                    var width = window.innerWidth;
                    var height = window.innerHeight;

                    if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {

                        width = cameraAttribute.AspectWidth.value;
                        height = cameraAttribute.AspectHeight.value;

                    }

                    var aspect = width / height;

                    var fov = 45;
                    if ( cameraAttribute.FieldOfView !== undefined ) {

                        fov = cameraAttribute.FieldOfView.value;

                    }

                    var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;

                    switch ( type ) {

                        case 0: // Perspective
                            model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
                            if ( focalLength !== null ) model.setFocalLength( focalLength );
                            break;

                        case 1: // Orthographic
                            model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
                            break;

                        default:
                            console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
                            model = new THREE.Object3D();
                            break;

                    }

                }

                return model;

            },

            // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
            createLight: function ( relationships ) {

                var model;
                var lightAttribute;

                relationships.children.forEach( function ( child ) {

                    var attr = fbxTree.Objects.NodeAttribute[ child.ID ];

                    if ( attr !== undefined ) {

                        lightAttribute = attr;

                    }

                } );

                if ( lightAttribute === undefined ) {

                    model = new THREE.Object3D();

                } else {

                    var type;

                    // LightType can be undefined for Point lights
                    if ( lightAttribute.LightType === undefined ) {

                        type = 0;

                    } else {

                        type = lightAttribute.LightType.value;

                    }

                    var color = 0xffffff;

                    if ( lightAttribute.Color !== undefined ) {

                        color = new THREE.Color().fromArray( lightAttribute.Color.value );

                    }

                    var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;

                    // light disabled
                    if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {

                        intensity = 0;

                    }

                    var distance = 0;
                    if ( lightAttribute.FarAttenuationEnd !== undefined ) {

                        if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {

                            distance = 0;

                        } else {

                            distance = lightAttribute.FarAttenuationEnd.value;

                        }

                    }

                    // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
                    var decay = 1;

                    switch ( type ) {

                        case 0: // Point
                            model = new THREE.PointLight( color, intensity, distance, decay );
                            break;

                        case 1: // Directional
                            model = new THREE.DirectionalLight( color, intensity );
                            break;

                        case 2: // Spot
                            var angle = Math.PI / 3;

                            if ( lightAttribute.InnerAngle !== undefined ) {

                                angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );

                            }

                            var penumbra = 0;
                            if ( lightAttribute.OuterAngle !== undefined ) {

                                // TODO: this is not correct - FBX calculates outer and inner angle in degrees
                                // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
                                // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
                                penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
                                penumbra = Math.max( penumbra, 1 );

                            }

                            model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
                            break;

                        default:
                            console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
                            model = new THREE.PointLight( color, intensity );
                            break;

                    }

                    if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {

                        model.castShadow = true;

                    }

                }

                return model;

            },

            createMesh: function ( relationships, geometryMap, materialMap ) {

                var model;
                var geometry = null;
                var material = null;
                var materials = [];

                // get geometry and materials(s) from connections
                relationships.children.forEach( function ( child ) {

                    if ( geometryMap.has( child.ID ) ) {

                        geometry = geometryMap.get( child.ID );

                    }

                    if ( materialMap.has( child.ID ) ) {

                        materials.push( materialMap.get( child.ID ) );

                    }

                } );

                if ( materials.length > 1 ) {

                    material = materials;

                } else if ( materials.length > 0 ) {

                    material = materials[ 0 ];

                } else {

                    material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
                    materials.push( material );

                }

                if ( 'color' in geometry.attributes ) {

                    materials.forEach( function ( material ) {

                        material.vertexColors = THREE.VertexColors;

                    } );

                }

                if ( geometry.FBX_Deformer ) {

                    materials.forEach( function ( material ) {

                        material.skinning = true;

                    } );

                    model = new THREE.SkinnedMesh( geometry, material );

                } else {

                    model = new THREE.Mesh( geometry, material );

                }

                return model;

            },

            createCurve: function ( relationships, geometryMap ) {

                var geometry = relationships.children.reduce( function ( geo, child ) {

                    if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );

                    return geo;

                }, null );

                // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
                var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
                return new THREE.Line( geometry, material );

            },

            // parse the model node for transform details and apply them to the model
            setModelTransforms: function ( model, modelNode ) {

                var transformData = {};

                if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = parseInt( modelNode.RotationOrder.value );
                if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
                if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
                if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
                if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
                if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
                if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;

                var transform = generateTransform( transformData );

                model.applyMatrix( transform );

            },

            setLookAtProperties: function ( model, modelNode ) {

                if ( 'LookAtProperty' in modelNode ) {

                    var children = connections.get( model.ID ).children;

                    children.forEach( function ( child ) {

                        if ( child.relationship === 'LookAtProperty' ) {

                            var lookAtTarget = fbxTree.Objects.Model[ child.ID ];

                            if ( 'Lcl_Translation' in lookAtTarget ) {

                                var pos = lookAtTarget.Lcl_Translation.value;

                                // DirectionalLight, SpotLight
                                if ( model.target !== undefined ) {

                                    model.target.position.fromArray( pos );
                                    sceneGraph.add( model.target );

                                } else { // Cameras and other Object3Ds

                                    model.lookAt( new THREE.Vector3().fromArray( pos ) );

                                }

                            }

                        }

                    } );

                }

            },

            bindSkeleton: function ( skeletons, geometryMap, modelMap ) {

                var bindMatrices = this.parsePoseNodes();

                for ( var ID in skeletons ) {

                    var skeleton = skeletons[ ID ];

                    var parents = connections.get( parseInt( skeleton.ID ) ).parents;

                    parents.forEach( function ( parent ) {

                        if ( geometryMap.has( parent.ID ) ) {

                            var geoID = parent.ID;
                            var geoRelationships = connections.get( geoID );

                            geoRelationships.parents.forEach( function ( geoConnParent ) {

                                if ( modelMap.has( geoConnParent.ID ) ) {

                                    var model = modelMap.get( geoConnParent.ID );

                                    model.bind( new THREE.Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );

                                }

                            } );

                        }

                    } );

                }

            },

            parsePoseNodes: function () {

                var bindMatrices = {};

                if ( 'Pose' in fbxTree.Objects ) {

                    var BindPoseNode = fbxTree.Objects.Pose;

                    for ( var nodeID in BindPoseNode ) {

                        if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {

                            var poseNodes = BindPoseNode[ nodeID ].PoseNode;

                            if ( Array.isArray( poseNodes ) ) {

                                poseNodes.forEach( function ( poseNode ) {

                                    bindMatrices[ poseNode.Node ] = new THREE.Matrix4().fromArray( poseNode.Matrix.a );

                                } );

                            } else {

                                bindMatrices[ poseNodes.Node ] = new THREE.Matrix4().fromArray( poseNodes.Matrix.a );

                            }

                        }

                    }

                }

                return bindMatrices;

            },

            // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
            createAmbientLight: function () {

                if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {

                    var ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
                    var r = ambientColor[ 0 ];
                    var g = ambientColor[ 1 ];
                    var b = ambientColor[ 2 ];

                    if ( r !== 0 || g !== 0 || b !== 0 ) {

                        var color = new THREE.Color( r, g, b );
                        sceneGraph.add( new THREE.AmbientLight( color, 1 ) );

                    }

                }

            },

            setupMorphMaterials: function () {

                sceneGraph.traverse( function ( child ) {

                    if ( child.isMesh ) {

                        if ( child.geometry.morphAttributes.position || child.geometry.morphAttributes.normal ) {

                            var uuid = child.uuid;
                            var matUuid = child.material.uuid;

                            // if a geometry has morph targets, it cannot share the material with other geometries
                            var sharedMat = false;

                            sceneGraph.traverse( function ( child ) {

                                if ( child.isMesh ) {

                                    if ( child.material.uuid === matUuid && child.uuid !== uuid ) sharedMat = true;

                                }

                            } );

                            if ( sharedMat === true ) child.material = child.material.clone();

                            child.material.morphTargets = true;

                        }

                    }

                } );

            },

        };

        // parse Geometry data from FBXTree and return map of BufferGeometries
        function GeometryParser() {}

        GeometryParser.prototype = {

            constructor: GeometryParser,

            // Parse nodes in FBXTree.Objects.Geometry
            parse: function ( deformers ) {

                var geometryMap = new Map();

                if ( 'Geometry' in fbxTree.Objects ) {

                    var geoNodes = fbxTree.Objects.Geometry;

                    for ( var nodeID in geoNodes ) {

                        var relationships = connections.get( parseInt( nodeID ) );
                        var geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );

                        geometryMap.set( parseInt( nodeID ), geo );

                    }

                }

                return geometryMap;

            },

            // Parse single node in FBXTree.Objects.Geometry
            parseGeometry: function ( relationships, geoNode, deformers ) {

                switch ( geoNode.attrType ) {

                    case 'Mesh':
                        return this.parseMeshGeometry( relationships, geoNode, deformers );
                        break;

                    case 'NurbsCurve':
                        return this.parseNurbsGeometry( geoNode );
                        break;

                }

            },

            // Parse single node mesh geometry in FBXTree.Objects.Geometry
            parseMeshGeometry: function ( relationships, geoNode, deformers ) {

                var skeletons = deformers.skeletons;
                var morphTargets = deformers.morphTargets;

                var modelNodes = relationships.parents.map( function ( parent ) {

                    return fbxTree.Objects.Model[ parent.ID ];

                } );

                // don't create geometry if it is not associated with any models
                if ( modelNodes.length === 0 ) return;

                var skeleton = relationships.children.reduce( function ( skeleton, child ) {

                    if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];

                    return skeleton;

                }, null );

                var morphTarget = relationships.children.reduce( function ( morphTarget, child ) {

                    if ( morphTargets[ child.ID ] !== undefined ) morphTarget = morphTargets[ child.ID ];

                    return morphTarget;

                }, null );

                // TODO: if there is more than one model associated with the geometry, AND the models have
                // different geometric transforms, then this will cause problems
                // if ( modelNodes.length > 1 ) { }

                // For now just assume one model and get the preRotations from that
                var modelNode = modelNodes[ 0 ];

                var transformData = {};

                if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = modelNode.RotationOrder.value;
                if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
                if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
                if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;

                var transform = generateTransform( transformData );

                return this.genGeometry( geoNode, skeleton, morphTarget, transform );

            },

            // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.Geometry
            genGeometry: function ( geoNode, skeleton, morphTarget, preTransform ) {

                var geo = new THREE.BufferGeometry();
                if ( geoNode.attrName ) geo.name = geoNode.attrName;

                var geoInfo = this.parseGeoNode( geoNode, skeleton );
                var buffers = this.genBuffers( geoInfo );

                var positionAttribute = new THREE.Float32BufferAttribute( buffers.vertex, 3 );

                preTransform.applyToBufferAttribute( positionAttribute );

                geo.addAttribute( 'position', positionAttribute );

                if ( buffers.colors.length > 0 ) {

                    geo.addAttribute( 'color', new THREE.Float32BufferAttribute( buffers.colors, 3 ) );

                }

                if ( skeleton ) {

                    geo.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( buffers.weightsIndices, 4 ) );

                    geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffers.vertexWeights, 4 ) );

                    // used later to bind the skeleton to the model
                    geo.FBX_Deformer = skeleton;

                }

                if ( buffers.normal.length > 0 ) {

                    var normalAttribute = new THREE.Float32BufferAttribute( buffers.normal, 3 );

                    var normalMatrix = new THREE.Matrix3().getNormalMatrix( preTransform );
                    normalMatrix.applyToBufferAttribute( normalAttribute );

                    geo.addAttribute( 'normal', normalAttribute );

                }

                buffers.uvs.forEach( function ( uvBuffer, i ) {

                    // subsequent uv buffers are called 'uv1', 'uv2', ...
                    var name = 'uv' + ( i + 1 ).toString();

                    // the first uv buffer is just called 'uv'
                    if ( i === 0 ) {

                        name = 'uv';

                    }

                    geo.addAttribute( name, new THREE.Float32BufferAttribute( buffers.uvs[ i ], 2 ) );

                } );

                if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {

                    // Convert the material indices of each vertex into rendering groups on the geometry.
                    var prevMaterialIndex = buffers.materialIndex[ 0 ];
                    var startIndex = 0;

                    buffers.materialIndex.forEach( function ( currentIndex, i ) {

                        if ( currentIndex !== prevMaterialIndex ) {

                            geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );

                            prevMaterialIndex = currentIndex;
                            startIndex = i;

                        }

                    } );

                    // the loop above doesn't add the last group, do that here.
                    if ( geo.groups.length > 0 ) {

                        var lastGroup = geo.groups[ geo.groups.length - 1 ];
                        var lastIndex = lastGroup.start + lastGroup.count;

                        if ( lastIndex !== buffers.materialIndex.length ) {

                            geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );

                        }

                    }

                    // case where there are multiple materials but the whole geometry is only
                    // using one of them
                    if ( geo.groups.length === 0 ) {

                        geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );

                    }

                }

                this.addMorphTargets( geo, geoNode, morphTarget, preTransform );

                return geo;

            },

            parseGeoNode: function ( geoNode, skeleton ) {

                var geoInfo = {};

                geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
                geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];

                if ( geoNode.LayerElementColor ) {

                    geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );

                }

                if ( geoNode.LayerElementMaterial ) {

                    geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );

                }

                if ( geoNode.LayerElementNormal ) {

                    geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );

                }

                if ( geoNode.LayerElementUV ) {

                    geoInfo.uv = [];

                    var i = 0;
                    while ( geoNode.LayerElementUV[ i ] ) {

                        geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
                        i ++;

                    }

                }

                geoInfo.weightTable = {};

                if ( skeleton !== null ) {

                    geoInfo.skeleton = skeleton;

                    skeleton.rawBones.forEach( function ( rawBone, i ) {

                        // loop over the bone's vertex indices and weights
                        rawBone.indices.forEach( function ( index, j ) {

                            if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];

                            geoInfo.weightTable[ index ].push( {

                                id: i,
                                weight: rawBone.weights[ j ],

                            } );

                        } );

                    } );

                }

                return geoInfo;

            },

            genBuffers: function ( geoInfo ) {

                var buffers = {
                    vertex: [],
                    normal: [],
                    colors: [],
                    uvs: [],
                    materialIndex: [],
                    vertexWeights: [],
                    weightsIndices: [],
                };

                var polygonIndex = 0;
                var faceLength = 0;
                var displayedWeightsWarning = false;

                // these will hold data for a single face
                var facePositionIndexes = [];
                var faceNormals = [];
                var faceColors = [];
                var faceUVs = [];
                var faceWeights = [];
                var faceWeightIndices = [];

                var self = this;
                geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {

                    var endOfFace = false;

                    // Face index and vertex index arrays are combined in a single array
                    // A cube with quad faces looks like this:
                    // PolygonVertexIndex: *24 {
                    //  a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5
                    //  }
                    // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
                    // to find index of last vertex bit shift the index: ^ - 1
                    if ( vertexIndex < 0 ) {

                        vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
                        endOfFace = true;

                    }

                    var weightIndices = [];
                    var weights = [];

                    facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );

                    if ( geoInfo.color ) {

                        var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );

                        faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );

                    }

                    if ( geoInfo.skeleton ) {

                        if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {

                            geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {

                                weights.push( wt.weight );
                                weightIndices.push( wt.id );

                            } );


                        }

                        if ( weights.length > 4 ) {

                            if ( ! displayedWeightsWarning ) {

                                console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
                                displayedWeightsWarning = true;

                            }

                            var wIndex = [ 0, 0, 0, 0 ];
                            var Weight = [ 0, 0, 0, 0 ];

                            weights.forEach( function ( weight, weightIndex ) {

                                var currentWeight = weight;
                                var currentIndex = weightIndices[ weightIndex ];

                                Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {

                                    if ( currentWeight > comparedWeight ) {

                                        comparedWeightArray[ comparedWeightIndex ] = currentWeight;
                                        currentWeight = comparedWeight;

                                        var tmp = wIndex[ comparedWeightIndex ];
                                        wIndex[ comparedWeightIndex ] = currentIndex;
                                        currentIndex = tmp;

                                    }

                                } );

                            } );

                            weightIndices = wIndex;
                            weights = Weight;

                        }

                        // if the weight array is shorter than 4 pad with 0s
                        while ( weights.length < 4 ) {

                            weights.push( 0 );
                            weightIndices.push( 0 );

                        }

                        for ( var i = 0; i < 4; ++ i ) {

                            faceWeights.push( weights[ i ] );
                            faceWeightIndices.push( weightIndices[ i ] );

                        }

                    }

                    if ( geoInfo.normal ) {

                        var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );

                        faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );

                    }

                    if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {

                        var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];

                    }

                    if ( geoInfo.uv ) {

                        geoInfo.uv.forEach( function ( uv, i ) {

                            var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );

                            if ( faceUVs[ i ] === undefined ) {

                                faceUVs[ i ] = [];

                            }

                            faceUVs[ i ].push( data[ 0 ] );
                            faceUVs[ i ].push( data[ 1 ] );

                        } );

                    }

                    faceLength ++;

                    if ( endOfFace ) {

                        self.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );

                        polygonIndex ++;
                        faceLength = 0;

                        // reset arrays for the next face
                        facePositionIndexes = [];
                        faceNormals = [];
                        faceColors = [];
                        faceUVs = [];
                        faceWeights = [];
                        faceWeightIndices = [];

                    }

                } );

                return buffers;

            },

            // Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
            genFace: function ( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {

                for ( var i = 2; i < faceLength; i ++ ) {

                    buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
                    buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
                    buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );

                    buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
                    buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
                    buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );

                    buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
                    buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
                    buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );

                    if ( geoInfo.skeleton ) {

                        buffers.vertexWeights.push( faceWeights[ 0 ] );
                        buffers.vertexWeights.push( faceWeights[ 1 ] );
                        buffers.vertexWeights.push( faceWeights[ 2 ] );
                        buffers.vertexWeights.push( faceWeights[ 3 ] );

                        buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
                        buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
                        buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
                        buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );

                        buffers.vertexWeights.push( faceWeights[ i * 4 ] );
                        buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
                        buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
                        buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );

                        buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
                        buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
                        buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
                        buffers.weightsIndices.push( faceWeightIndices[ 3 ] );

                        buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
                        buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
                        buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
                        buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );

                        buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
                        buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
                        buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
                        buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );

                    }

                    if ( geoInfo.color ) {

                        buffers.colors.push( faceColors[ 0 ] );
                        buffers.colors.push( faceColors[ 1 ] );
                        buffers.colors.push( faceColors[ 2 ] );

                        buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
                        buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
                        buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );

                        buffers.colors.push( faceColors[ i * 3 ] );
                        buffers.colors.push( faceColors[ i * 3 + 1 ] );
                        buffers.colors.push( faceColors[ i * 3 + 2 ] );

                    }

                    if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {

                        buffers.materialIndex.push( materialIndex );
                        buffers.materialIndex.push( materialIndex );
                        buffers.materialIndex.push( materialIndex );

                    }

                    if ( geoInfo.normal ) {

                        buffers.normal.push( faceNormals[ 0 ] );
                        buffers.normal.push( faceNormals[ 1 ] );
                        buffers.normal.push( faceNormals[ 2 ] );

                        buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
                        buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
                        buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );

                        buffers.normal.push( faceNormals[ i * 3 ] );
                        buffers.normal.push( faceNormals[ i * 3 + 1 ] );
                        buffers.normal.push( faceNormals[ i * 3 + 2 ] );

                    }

                    if ( geoInfo.uv ) {

                        geoInfo.uv.forEach( function ( uv, j ) {

                            if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];

                            buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
                            buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );

                            buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
                            buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );

                            buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
                            buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );

                        } );

                    }

                }

            },

            addMorphTargets: function ( parentGeo, parentGeoNode, morphTarget, preTransform ) {

                if ( morphTarget === null ) return;

                parentGeo.morphAttributes.position = [];
                parentGeo.morphAttributes.normal = [];

                var self = this;
                morphTarget.rawTargets.forEach( function ( rawTarget ) {

                    var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];

                    if ( morphGeoNode !== undefined ) {

                        self.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform );

                    }

                } );

            },

            // a morph geometry node is similar to a standard  node, and the node is also contained
            // in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
            // and a special attribute Index defining which vertices of the original geometry are affected
            // Normal and position attributes only have data for the vertices that are affected by the morph
            genMorphGeometry: function ( parentGeo, parentGeoNode, morphGeoNode, preTransform ) {

                var morphGeo = new THREE.BufferGeometry();
                if ( morphGeoNode.attrName ) morphGeo.name = morphGeoNode.attrName;

                var vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];

                // make a copy of the parent's vertex positions
                var vertexPositions = ( parentGeoNode.Vertices !== undefined ) ? parentGeoNode.Vertices.a.slice() : [];

                var morphPositions = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
                var indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];

                for ( var i = 0; i < indices.length; i ++ ) {

                    var morphIndex = indices[ i ] * 3;

                    // FBX format uses blend shapes rather than morph targets. This can be converted
                    // by additively combining the blend shape positions with the original geometry's positions
                    vertexPositions[ morphIndex ] += morphPositions[ i * 3 ];
                    vertexPositions[ morphIndex + 1 ] += morphPositions[ i * 3 + 1 ];
                    vertexPositions[ morphIndex + 2 ] += morphPositions[ i * 3 + 2 ];

                }

                // TODO: add morph normal support
                var morphGeoInfo = {
                    vertexIndices: vertexIndices,
                    vertexPositions: vertexPositions,
                };

                var morphBuffers = this.genBuffers( morphGeoInfo );

                var positionAttribute = new THREE.Float32BufferAttribute( morphBuffers.vertex, 3 );
                positionAttribute.name = morphGeoNode.attrName;

                preTransform.applyToBufferAttribute( positionAttribute );

                parentGeo.morphAttributes.position.push( positionAttribute );

            },

            // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
            parseNormals: function ( NormalNode ) {

                var mappingType = NormalNode.MappingInformationType;
                var referenceType = NormalNode.ReferenceInformationType;
                var buffer = NormalNode.Normals.a;
                var indexBuffer = [];
                if ( referenceType === 'IndexToDirect' ) {

                    if ( 'NormalIndex' in NormalNode ) {

                        indexBuffer = NormalNode.NormalIndex.a;

                    } else if ( 'NormalsIndex' in NormalNode ) {

                        indexBuffer = NormalNode.NormalsIndex.a;

                    }

                }

                return {
                    dataSize: 3,
                    buffer: buffer,
                    indices: indexBuffer,
                    mappingType: mappingType,
                    referenceType: referenceType
                };

            },

            // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
            parseUVs: function ( UVNode ) {

                var mappingType = UVNode.MappingInformationType;
                var referenceType = UVNode.ReferenceInformationType;
                var buffer = UVNode.UV.a;
                var indexBuffer = [];
                if ( referenceType === 'IndexToDirect' ) {

                    indexBuffer = UVNode.UVIndex.a;

                }

                return {
                    dataSize: 2,
                    buffer: buffer,
                    indices: indexBuffer,
                    mappingType: mappingType,
                    referenceType: referenceType
                };

            },

            // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
            parseVertexColors: function ( ColorNode ) {

                var mappingType = ColorNode.MappingInformationType;
                var referenceType = ColorNode.ReferenceInformationType;
                var buffer = ColorNode.Colors.a;
                var indexBuffer = [];
                if ( referenceType === 'IndexToDirect' ) {

                    indexBuffer = ColorNode.ColorIndex.a;

                }

                return {
                    dataSize: 4,
                    buffer: buffer,
                    indices: indexBuffer,
                    mappingType: mappingType,
                    referenceType: referenceType
                };

            },

            // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
            parseMaterialIndices: function ( MaterialNode ) {

                var mappingType = MaterialNode.MappingInformationType;
                var referenceType = MaterialNode.ReferenceInformationType;

                if ( mappingType === 'NoMappingInformation' ) {

                    return {
                        dataSize: 1,
                        buffer: [ 0 ],
                        indices: [ 0 ],
                        mappingType: 'AllSame',
                        referenceType: referenceType
                    };

                }

                var materialIndexBuffer = MaterialNode.Materials.a;

                // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
                // we expect.So we create an intermediate buffer that points to the index in the buffer,
                // for conforming with the other functions we've written for other data.
                var materialIndices = [];

                for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {

                    materialIndices.push( i );

                }

                return {
                    dataSize: 1,
                    buffer: materialIndexBuffer,
                    indices: materialIndices,
                    mappingType: mappingType,
                    referenceType: referenceType
                };

            },

            // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
            parseNurbsGeometry: function ( geoNode ) {

                if ( THREE.NURBSCurve === undefined ) {

                    console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
                    return new THREE.BufferGeometry();

                }

                var order = parseInt( geoNode.Order );

                if ( isNaN( order ) ) {

                    console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
                    return new THREE.BufferGeometry();

                }

                var degree = order - 1;

                var knots = geoNode.KnotVector.a;
                var controlPoints = [];
                var pointsValues = geoNode.Points.a;

                for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {

                    controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );

                }

                var startKnot, endKnot;

                if ( geoNode.Form === 'Closed' ) {

                    controlPoints.push( controlPoints[ 0 ] );

                } else if ( geoNode.Form === 'Periodic' ) {

                    startKnot = degree;
                    endKnot = knots.length - 1 - startKnot;

                    for ( var i = 0; i < degree; ++ i ) {

                        controlPoints.push( controlPoints[ i ] );

                    }

                }

                var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
                var vertices = curve.getPoints( controlPoints.length * 7 );

                var positions = new Float32Array( vertices.length * 3 );

                vertices.forEach( function ( vertex, i ) {

                    vertex.toArray( positions, i * 3 );

                } );

                var geometry = new THREE.BufferGeometry();
                geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );

                return geometry;

            },

        };

        // parse animation data from FBXTree
        function AnimationParser() {}

        AnimationParser.prototype = {

            constructor: AnimationParser,

            // take raw animation clips and turn them into three.js animation clips
            parse: function () {

                var animationClips = [];


                var rawClips = this.parseClips();

                if ( rawClips === undefined ) return;

                for ( var key in rawClips ) {

                    var rawClip = rawClips[ key ];

                    var clip = this.addClip( rawClip );

                    animationClips.push( clip );

                }

                return animationClips;

            },

            parseClips: function () {

                // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
                // if this is undefined we can safely assume there are no animations
                if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;

                var curveNodesMap = this.parseAnimationCurveNodes();

                this.parseAnimationCurves( curveNodesMap );

                var layersMap = this.parseAnimationLayers( curveNodesMap );
                var rawClips = this.parseAnimStacks( layersMap );

                return rawClips;

            },

            // parse nodes in FBXTree.Objects.AnimationCurveNode
            // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
            // and is referenced by an AnimationLayer
            parseAnimationCurveNodes: function () {

                var rawCurveNodes = fbxTree.Objects.AnimationCurveNode;

                var curveNodesMap = new Map();

                for ( var nodeID in rawCurveNodes ) {

                    var rawCurveNode = rawCurveNodes[ nodeID ];

                    if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {

                        var curveNode = {

                            id: rawCurveNode.id,
                            attr: rawCurveNode.attrName,
                            curves: {},

                        };

                        curveNodesMap.set( curveNode.id, curveNode );

                    }

                }

                return curveNodesMap;

            },

            // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
            // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
            // axis ( e.g. times and values of x rotation)
            parseAnimationCurves: function ( curveNodesMap ) {

                var rawCurves = fbxTree.Objects.AnimationCurve;

                // TODO: Many values are identical up to roundoff error, but won't be optimised
                // e.g. position times: [0, 0.4, 0. 8]
                // position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
                // clearly, this should be optimised to
                // times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
                // this shows up in nearly every FBX file, and generally time array is length > 100

                for ( var nodeID in rawCurves ) {

                    var animationCurve = {

                        id: rawCurves[ nodeID ].id,
                        times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
                        values: rawCurves[ nodeID ].KeyValueFloat.a,

                    };

                    var relationships = connections.get( animationCurve.id );

                    if ( relationships !== undefined ) {

                        var animationCurveID = relationships.parents[ 0 ].ID;
                        var animationCurveRelationship = relationships.parents[ 0 ].relationship;

                        if ( animationCurveRelationship.match( /X/ ) ) {

                            curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;

                        } else if ( animationCurveRelationship.match( /Y/ ) ) {

                            curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;

                        } else if ( animationCurveRelationship.match( /Z/ ) ) {

                            curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;

                        } else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {

                            curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;

                        }

                    }

                }

            },

            // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
            // to various AnimationCurveNodes and is referenced by an AnimationStack node
            // note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
            parseAnimationLayers: function ( curveNodesMap ) {

                var rawLayers = fbxTree.Objects.AnimationLayer;

                var layersMap = new Map();

                for ( var nodeID in rawLayers ) {

                    var layerCurveNodes = [];

                    var connection = connections.get( parseInt( nodeID ) );

                    if ( connection !== undefined ) {

                        // all the animationCurveNodes used in the layer
                        var children = connection.children;

                        var self = this;
                        children.forEach( function ( child, i ) {

                            if ( curveNodesMap.has( child.ID ) ) {

                                var curveNode = curveNodesMap.get( child.ID );

                                // check that the curves are defined for at least one axis, otherwise ignore the curveNode
                                if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {

                                    if ( layerCurveNodes[ i ] === undefined ) {

                                        var modelID;

                                        connections.get( child.ID ).parents.forEach( function ( parent ) {

                                            if ( parent.relationship !== undefined ) modelID = parent.ID;

                                        } );

                                        var rawModel = fbxTree.Objects.Model[ modelID.toString() ];

                                        var node = {

                                            modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
                                            initialPosition: [ 0, 0, 0 ],
                                            initialRotation: [ 0, 0, 0 ],
                                            initialScale: [ 1, 1, 1 ],
                                            transform: self.getModelAnimTransform( rawModel ),

                                        };

                                        // if the animated model is pre rotated, we'll have to apply the pre rotations to every
                                        // animation value as well
                                        if ( 'PreRotation' in rawModel ) node.preRotations = rawModel.PreRotation.value;
                                        if ( 'PostRotation' in rawModel ) node.postRotations = rawModel.PostRotation.value;

                                        layerCurveNodes[ i ] = node;

                                    }

                                    layerCurveNodes[ i ][ curveNode.attr ] = curveNode;

                                } else if ( curveNode.curves.morph !== undefined ) {

                                    if ( layerCurveNodes[ i ] === undefined ) {

                                        var deformerID;

                                        connections.get( child.ID ).parents.forEach( function ( parent ) {

                                            if ( parent.relationship !== undefined ) deformerID = parent.ID;

                                        } );

                                        var morpherID = connections.get( deformerID ).parents[ 0 ].ID;
                                        var geoID = connections.get( morpherID ).parents[ 0 ].ID;

                                        // assuming geometry is not used in more than one model
                                        var modelID = connections.get( geoID ).parents[ 0 ].ID;

                                        var rawModel = fbxTree.Objects.Model[ modelID ];

                                        var node = {

                                            modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
                                            morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,

                                        };

                                        layerCurveNodes[ i ] = node;

                                    }

                                    layerCurveNodes[ i ][ curveNode.attr ] = curveNode;

                                }

                            }

                        } );

                        layersMap.set( parseInt( nodeID ), layerCurveNodes );

                    }

                }

                return layersMap;

            },

            getModelAnimTransform: function ( modelNode ) {

                var transformData = {};

                if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = parseInt( modelNode.RotationOrder.value );

                if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
                if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;

                if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
                if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;

                if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;

                if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;

                return generateTransform( transformData );

            },

            // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
            // hierarchy. Each Stack node will be used to create a THREE.AnimationClip
            parseAnimStacks: function ( layersMap ) {

                var rawStacks = fbxTree.Objects.AnimationStack;

                // connect the stacks (clips) up to the layers
                var rawClips = {};

                for ( var nodeID in rawStacks ) {

                    var children = connections.get( parseInt( nodeID ) ).children;

                    if ( children.length > 1 ) {

                        // it seems like stacks will always be associated with a single layer. But just in case there are files
                        // where there are multiple layers per stack, we'll display a warning
                        console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );

                    }

                    var layer = layersMap.get( children[ 0 ].ID );

                    rawClips[ nodeID ] = {

                        name: rawStacks[ nodeID ].attrName,
                        layer: layer,

                    };

                }

                return rawClips;

            },

            addClip: function ( rawClip ) {

                var tracks = [];

                var self = this;
                rawClip.layer.forEach( function ( rawTracks ) {

                    tracks = tracks.concat( self.generateTracks( rawTracks ) );

                } );

                return new THREE.AnimationClip( rawClip.name, - 1, tracks );

            },

            generateTracks: function ( rawTracks ) {

                var tracks = [];

                var initialPosition = new THREE.Vector3();
                var initialRotation = new THREE.Quaternion();
                var initialScale = new THREE.Vector3();

                if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );

                initialPosition = initialPosition.toArray();
                initialRotation = new THREE.Euler().setFromQuaternion( initialRotation ).toArray(); // todo: euler order
                initialScale = initialScale.toArray();

                if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {

                    var positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );
                    if ( positionTrack !== undefined ) tracks.push( positionTrack );

                }

                if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {

                    var rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotations, rawTracks.postRotations );
                    if ( rotationTrack !== undefined ) tracks.push( rotationTrack );

                }

                if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {

                    var scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
                    if ( scaleTrack !== undefined ) tracks.push( scaleTrack );

                }

                if ( rawTracks.DeformPercent !== undefined ) {

                    var morphTrack = this.generateMorphTrack( rawTracks );
                    if ( morphTrack !== undefined ) tracks.push( morphTrack );

                }

                return tracks;

            },

            generateVectorTrack: function ( modelName, curves, initialValue, type ) {

                var times = this.getTimesForAllAxes( curves );
                var values = this.getKeyframeTrackValues( times, curves, initialValue );

                return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );

            },

            generateRotationTrack: function ( modelName, curves, initialValue, preRotations, postRotations ) {

                if ( curves.x !== undefined ) {

                    this.interpolateRotations( curves.x );
                    curves.x.values = curves.x.values.map( THREE.Math.degToRad );

                }
                if ( curves.y !== undefined ) {

                    this.interpolateRotations( curves.y );
                    curves.y.values = curves.y.values.map( THREE.Math.degToRad );

                }
                if ( curves.z !== undefined ) {

                    this.interpolateRotations( curves.z );
                    curves.z.values = curves.z.values.map( THREE.Math.degToRad );

                }

                var times = this.getTimesForAllAxes( curves );
                var values = this.getKeyframeTrackValues( times, curves, initialValue );

                if ( preRotations !== undefined ) {

                    preRotations = preRotations.map( THREE.Math.degToRad );
                    preRotations.push( 'ZYX' );

                    preRotations = new THREE.Euler().fromArray( preRotations );
                    preRotations = new THREE.Quaternion().setFromEuler( preRotations );

                }

                if ( postRotations !== undefined ) {

                    postRotations = postRotations.map( THREE.Math.degToRad );
                    postRotations.push( 'ZYX' );

                    postRotations = new THREE.Euler().fromArray( postRotations );
                    postRotations = new THREE.Quaternion().setFromEuler( postRotations ).inverse();

                }

                var quaternion = new THREE.Quaternion();
                var euler = new THREE.Euler();

                var quaternionValues = [];

                for ( var i = 0; i < values.length; i += 3 ) {

                    euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], 'ZYX' );

                    quaternion.setFromEuler( euler );

                    if ( preRotations !== undefined ) quaternion.premultiply( preRotations );
                    if ( postRotations !== undefined ) quaternion.multiply( postRotations );

                    quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );

                }

                return new THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );

            },

            generateMorphTrack: function ( rawTracks ) {

                var curves = rawTracks.DeformPercent.curves.morph;
                var values = curves.values.map( function ( val ) {

                    return val / 100;

                } );

                var morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];

                return new THREE.NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );

            },

            // For all animated objects, times are defined separately for each axis
            // Here we'll combine the times into one sorted array without duplicates
            getTimesForAllAxes: function ( curves ) {

                var times = [];

                // first join together the times for each axis, if defined
                if ( curves.x !== undefined ) times = times.concat( curves.x.times );
                if ( curves.y !== undefined ) times = times.concat( curves.y.times );
                if ( curves.z !== undefined ) times = times.concat( curves.z.times );

                // then sort them and remove duplicates
                times = times.sort( function ( a, b ) {

                    return a - b;

                } ).filter( function ( elem, index, array ) {

                    return array.indexOf( elem ) == index;

                } );

                return times;

            },

            getKeyframeTrackValues: function ( times, curves, initialValue ) {

                var prevValue = initialValue;

                var values = [];

                var xIndex = - 1;
                var yIndex = - 1;
                var zIndex = - 1;

                times.forEach( function ( time ) {

                    if ( curves.x ) xIndex = curves.x.times.indexOf( time );
                    if ( curves.y ) yIndex = curves.y.times.indexOf( time );
                    if ( curves.z ) zIndex = curves.z.times.indexOf( time );

                    // if there is an x value defined for this frame, use that
                    if ( xIndex !== - 1 ) {

                        var xValue = curves.x.values[ xIndex ];
                        values.push( xValue );
                        prevValue[ 0 ] = xValue;

                    } else {

                        // otherwise use the x value from the previous frame
                        values.push( prevValue[ 0 ] );

                    }

                    if ( yIndex !== - 1 ) {

                        var yValue = curves.y.values[ yIndex ];
                        values.push( yValue );
                        prevValue[ 1 ] = yValue;

                    } else {

                        values.push( prevValue[ 1 ] );

                    }

                    if ( zIndex !== - 1 ) {

                        var zValue = curves.z.values[ zIndex ];
                        values.push( zValue );
                        prevValue[ 2 ] = zValue;

                    } else {

                        values.push( prevValue[ 2 ] );

                    }

                } );

                return values;

            },

            // Rotations are defined as Euler angles which can have values  of any size
            // These will be converted to quaternions which don't support values greater than
            // PI, so we'll interpolate large rotations
            interpolateRotations: function ( curve ) {

                for ( var i = 1; i < curve.values.length; i ++ ) {

                    var initialValue = curve.values[ i - 1 ];
                    var valuesSpan = curve.values[ i ] - initialValue;

                    var absoluteSpan = Math.abs( valuesSpan );

                    if ( absoluteSpan >= 180 ) {

                        var numSubIntervals = absoluteSpan / 180;

                        var step = valuesSpan / numSubIntervals;
                        var nextValue = initialValue + step;

                        var initialTime = curve.times[ i - 1 ];
                        var timeSpan = curve.times[ i ] - initialTime;
                        var interval = timeSpan / numSubIntervals;
                        var nextTime = initialTime + interval;

                        var interpolatedTimes = [];
                        var interpolatedValues = [];

                        while ( nextTime < curve.times[ i ] ) {

                            interpolatedTimes.push( nextTime );
                            nextTime += interval;

                            interpolatedValues.push( nextValue );
                            nextValue += step;

                        }

                        curve.times = inject( curve.times, i, interpolatedTimes );
                        curve.values = inject( curve.values, i, interpolatedValues );

                    }

                }

            },

        };

        // parse an FBX file in ASCII format
        function TextParser() {}

        TextParser.prototype = {

            constructor: TextParser,

            getPrevNode: function () {

                return this.nodeStack[ this.currentIndent - 2 ];

            },

            getCurrentNode: function () {

                return this.nodeStack[ this.currentIndent - 1 ];

            },

            getCurrentProp: function () {

                return this.currentProp;

            },

            pushStack: function ( node ) {

                this.nodeStack.push( node );
                this.currentIndent += 1;

            },

            popStack: function () {

                this.nodeStack.pop();
                this.currentIndent -= 1;

            },

            setCurrentProp: function ( val, name ) {

                this.currentProp = val;
                this.currentPropName = name;

            },

            parse: function ( text ) {

                this.currentIndent = 0;
                console.log("FBXTree: ", FBXTree);
                this.allNodes = new FBXTree();
                this.nodeStack = [];
                this.currentProp = [];
                this.currentPropName = '';

                var self = this;

                var split = text.split( /[\r\n]+/ );

                split.forEach( function ( line, i ) {

                    var matchComment = line.match( /^[\s\t]*;/ );
                    var matchEmpty = line.match( /^[\s\t]*$/ );

                    if ( matchComment || matchEmpty ) return;

                    var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
                    var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
                    var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );

                    if ( matchBeginning ) {

                        self.parseNodeBegin( line, matchBeginning );

                    } else if ( matchProperty ) {

                        self.parseNodeProperty( line, matchProperty, split[ ++ i ] );

                    } else if ( matchEnd ) {

                        self.popStack();

                    } else if ( line.match( /^[^\s\t}]/ ) ) {

                        // large arrays are split over multiple lines terminated with a ',' character
                        // if this is encountered the line needs to be joined to the previous line
                        self.parseNodePropertyContinued( line );

                    }

                } );

                return this.allNodes;

            },

            parseNodeBegin: function ( line, property ) {

                var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );

                var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {

                    return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );

                } );

                var node = { name: nodeName };
                var attrs = this.parseNodeAttr( nodeAttrs );

                var currentNode = this.getCurrentNode();

                // a top node
                if ( this.currentIndent === 0 ) {

                    this.allNodes.add( nodeName, node );

                } else { // a subnode

                    // if the subnode already exists, append it
                    if ( nodeName in currentNode ) {

                        // special case Pose needs PoseNodes as an array
                        if ( nodeName === 'PoseNode' ) {

                            currentNode.PoseNode.push( node );

                        } else if ( currentNode[ nodeName ].id !== undefined ) {

                            currentNode[ nodeName ] = {};
                            currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];

                        }

                        if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;

                    } else if ( typeof attrs.id === 'number' ) {

                        currentNode[ nodeName ] = {};
                        currentNode[ nodeName ][ attrs.id ] = node;

                    } else if ( nodeName !== 'Properties70' ) {

                        if ( nodeName === 'PoseNode' )	currentNode[ nodeName ] = [ node ];
                        else currentNode[ nodeName ] = node;

                    }

                }

                if ( typeof attrs.id === 'number' ) node.id = attrs.id;
                if ( attrs.name !== '' ) node.attrName = attrs.name;
                if ( attrs.type !== '' ) node.attrType = attrs.type;

                this.pushStack( node );

            },

            parseNodeAttr: function ( attrs ) {

                var id = attrs[ 0 ];

                if ( attrs[ 0 ] !== '' ) {

                    id = parseInt( attrs[ 0 ] );

                    if ( isNaN( id ) ) {

                        id = attrs[ 0 ];

                    }

                }

                var name = '', type = '';

                if ( attrs.length > 1 ) {

                    name = attrs[ 1 ].replace( /^(\w+)::/, '' );
                    type = attrs[ 2 ];

                }

                return { id: id, name: name, type: type };

            },

            parseNodeProperty: function ( line, property, contentLine ) {

                var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
                var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();

                // for special case: base64 image data follows "Content: ," line
                //	Content: ,
                //	 "/9j/4RDaRXhpZgAATU0A..."
                if ( propName === 'Content' && propValue === ',' ) {

                    propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();

                }

                var currentNode = this.getCurrentNode();
                var parentName = currentNode.name;

                if ( parentName === 'Properties70' ) {

                    this.parseNodeSpecialProperty( line, propName, propValue );
                    return;

                }

                // Connections
                if ( propName === 'C' ) {

                    var connProps = propValue.split( ',' ).slice( 1 );
                    var from = parseInt( connProps[ 0 ] );
                    var to = parseInt( connProps[ 1 ] );

                    var rest = propValue.split( ',' ).slice( 3 );

                    rest = rest.map( function ( elem ) {

                        return elem.trim().replace( /^"/, '' );

                    } );

                    propName = 'connections';
                    propValue = [ from, to ];
                    append( propValue, rest );

                    if ( currentNode[ propName ] === undefined ) {

                        currentNode[ propName ] = [];

                    }

                }

                // Node
                if ( propName === 'Node' ) currentNode.id = propValue;

                // connections
                if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {

                    currentNode[ propName ].push( propValue );

                } else {

                    if ( propName !== 'a' ) currentNode[ propName ] = propValue;
                    else currentNode.a = propValue;

                }

                this.setCurrentProp( currentNode, propName );

                // convert string to array, unless it ends in ',' in which case more will be added to it
                if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {

                    currentNode.a = parseNumberArray( propValue );

                }

            },

            parseNodePropertyContinued: function ( line ) {

                var currentNode = this.getCurrentNode();

                currentNode.a += line;

                // if the line doesn't end in ',' we have reached the end of the property value
                // so convert the string to an array
                if ( line.slice( - 1 ) !== ',' ) {

                    currentNode.a = parseNumberArray( currentNode.a );

                }

            },

            // parse "Property70"
            parseNodeSpecialProperty: function ( line, propName, propValue ) {

                // split this
                // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
                // into array like below
                // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
                var props = propValue.split( '",' ).map( function ( prop ) {

                    return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );

                } );

                var innerPropName = props[ 0 ];
                var innerPropType1 = props[ 1 ];
                var innerPropType2 = props[ 2 ];
                var innerPropFlag = props[ 3 ];
                var innerPropValue = props[ 4 ];

                // cast values where needed, otherwise leave as strings
                switch ( innerPropType1 ) {

                    case 'int':
                    case 'enum':
                    case 'bool':
                    case 'ULongLong':
                    case 'double':
                    case 'Number':
                    case 'FieldOfView':
                        innerPropValue = parseFloat( innerPropValue );
                        break;

                    case 'Color':
                    case 'ColorRGB':
                    case 'Vector3D':
                    case 'Lcl_Translation':
                    case 'Lcl_Rotation':
                    case 'Lcl_Scaling':
                        innerPropValue = parseNumberArray( innerPropValue );
                        break;

                }

                // CAUTION: these props must append to parent's parent
                this.getPrevNode()[ innerPropName ] = {

                    'type': innerPropType1,
                    'type2': innerPropType2,
                    'flag': innerPropFlag,
                    'value': innerPropValue

                };

                this.setCurrentProp( this.getPrevNode(), innerPropName );

            },

        };

        // Parse an FBX file in Binary format
        function BinaryParser() {}

        BinaryParser.prototype = {

            constructor: BinaryParser,

            parse: function ( buffer ) {

                var reader = new BinaryReader( buffer );
                reader.skip( 23 ); // skip magic 23 bytes

                var version = reader.getUint32();

                if (THREE.FBXLoader.Logging) {
                    console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
                }

                var allNodes = new FBXTree();

                while ( ! this.endOfContent( reader ) ) {

                    var node = this.parseNode( reader, version );
                    if ( node !== null ) allNodes.add( node.name, node );

                }

                return allNodes;

            },

            // Check if reader has reached the end of content.
            endOfContent: function ( reader ) {

                // footer size: 160bytes + 16-byte alignment padding
                // - 16bytes: magic
                // - padding til 16-byte alignment (at least 1byte?)
                //	(seems like some exporters embed fixed 15 or 16bytes?)
                // - 4bytes: magic
                // - 4bytes: version
                // - 120bytes: zero
                // - 16bytes: magic
                if ( reader.size() % 16 === 0 ) {

                    return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();

                } else {

                    return reader.getOffset() + 160 + 16 >= reader.size();

                }

            },

            // recursively parse nodes until the end of the file is reached
            parseNode: function ( reader, version ) {

                var node = {};

                // The first three data sizes depends on version.
                var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
                var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();

                // note: do not remove this even if you get a linter warning as it moves the buffer forward
                var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();

                var nameLen = reader.getUint8();
                var name = reader.getString( nameLen );

                // Regards this node as NULL-record if endOffset is zero
                if ( endOffset === 0 ) return null;

                var propertyList = [];

                for ( var i = 0; i < numProperties; i ++ ) {

                    propertyList.push( this.parseProperty( reader ) );

                }

                // Regards the first three elements in propertyList as id, attrName, and attrType
                var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
                var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
                var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';

                // check if this node represents just a single property
                // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
                node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;

                while ( endOffset > reader.getOffset() ) {

                    var subNode = this.parseNode( reader, version );

                    if ( subNode !== null ) this.parseSubNode( name, node, subNode );

                }

                node.propertyList = propertyList; // raw property list used by parent

                if ( typeof id === 'number' ) node.id = id;
                if ( attrName !== '' ) node.attrName = attrName;
                if ( attrType !== '' ) node.attrType = attrType;
                if ( name !== '' ) node.name = name;

                return node;

            },

            parseSubNode: function ( name, node, subNode ) {

                // special case: child node is single property
                if ( subNode.singleProperty === true ) {

                    var value = subNode.propertyList[ 0 ];

                    if ( Array.isArray( value ) ) {

                        node[ subNode.name ] = subNode;

                        subNode.a = value;

                    } else {

                        node[ subNode.name ] = value;

                    }

                } else if ( name === 'Connections' && subNode.name === 'C' ) {

                    var array = [];

                    subNode.propertyList.forEach( function ( property, i ) {

                        // first Connection is FBX type (OO, OP, etc.). We'll discard these
                        if ( i !== 0 ) array.push( property );

                    } );

                    if ( node.connections === undefined ) {

                        node.connections = [];

                    }

                    node.connections.push( array );

                } else if ( subNode.name === 'Properties70' ) {

                    var keys = Object.keys( subNode );

                    keys.forEach( function ( key ) {

                        node[ key ] = subNode[ key ];

                    } );

                } else if ( name === 'Properties70' && subNode.name === 'P' ) {

                    var innerPropName = subNode.propertyList[ 0 ];
                    var innerPropType1 = subNode.propertyList[ 1 ];
                    var innerPropType2 = subNode.propertyList[ 2 ];
                    var innerPropFlag = subNode.propertyList[ 3 ];
                    var innerPropValue;

                    if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
                    if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );

                    if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {

                        innerPropValue = [
                            subNode.propertyList[ 4 ],
                            subNode.propertyList[ 5 ],
                            subNode.propertyList[ 6 ]
                        ];

                    } else {

                        innerPropValue = subNode.propertyList[ 4 ];

                    }

                    // this will be copied to parent, see above
                    node[ innerPropName ] = {

                        'type': innerPropType1,
                        'type2': innerPropType2,
                        'flag': innerPropFlag,
                        'value': innerPropValue

                    };

                } else if ( node[ subNode.name ] === undefined ) {

                    if ( typeof subNode.id === 'number' ) {

                        node[ subNode.name ] = {};
                        node[ subNode.name ][ subNode.id ] = subNode;

                    } else {

                        node[ subNode.name ] = subNode;

                    }

                } else {

                    if ( subNode.name === 'PoseNode' ) {

                        if ( ! Array.isArray( node[ subNode.name ] ) ) {

                            node[ subNode.name ] = [ node[ subNode.name ] ];

                        }

                        node[ subNode.name ].push( subNode );

                    } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {

                        node[ subNode.name ][ subNode.id ] = subNode;

                    }

                }

            },

            parseProperty: function ( reader ) {

                var type = reader.getString( 1 );

                switch ( type ) {

                    case 'C':
                        return reader.getBoolean();

                    case 'D':
                        return reader.getFloat64();

                    case 'F':
                        return reader.getFloat32();

                    case 'I':
                        return reader.getInt32();

                    case 'L':
                        return reader.getInt64();

                    case 'R':
                        var length = reader.getUint32();
                        return reader.getArrayBuffer( length );

                    case 'S':
                        var length = reader.getUint32();
                        return reader.getString( length );

                    case 'Y':
                        return reader.getInt16();

                    case 'b':
                    case 'c':
                    case 'd':
                    case 'f':
                    case 'i':
                    case 'l':

                        var arrayLength = reader.getUint32();
                        var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
                        var compressedLength = reader.getUint32();

                        if ( encoding === 0 ) {

                            switch ( type ) {

                                case 'b':
                                case 'c':
                                    return reader.getBooleanArray( arrayLength );

                                case 'd':
                                    return reader.getFloat64Array( arrayLength );

                                case 'f':
                                    return reader.getFloat32Array( arrayLength );

                                case 'i':
                                    return reader.getInt32Array( arrayLength );

                                case 'l':
                                    return reader.getInt64Array( arrayLength );

                            }

                        }

                        if ( typeof Zlib === 'undefined' ) {

                            console.error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );

                        }

                        var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
                        var reader2 = new BinaryReader( inflate.decompress().buffer );

                        switch ( type ) {

                            case 'b':
                            case 'c':
                                return reader2.getBooleanArray( arrayLength );

                            case 'd':
                                return reader2.getFloat64Array( arrayLength );

                            case 'f':
                                return reader2.getFloat32Array( arrayLength );

                            case 'i':
                                return reader2.getInt32Array( arrayLength );

                            case 'l':
                                return reader2.getInt64Array( arrayLength );

                        }

                    default:
                        throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );

                }

            }

        };

        function BinaryReader( buffer, littleEndian ) {

            this.dv = new DataView( buffer );
            this.offset = 0;
            this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;

        }

        BinaryReader.prototype = {

            constructor: BinaryReader,

            getOffset: function () {

                return this.offset;

            },

            size: function () {

                return this.dv.buffer.byteLength;

            },

            skip: function ( length ) {

                this.offset += length;

            },

            // seems like true/false representation depends on exporter.
            // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
            // then sees LSB.
            getBoolean: function () {

                return ( this.getUint8() & 1 ) === 1;

            },

            getBooleanArray: function ( size ) {

                var a = [];

                for ( var i = 0; i < size; i ++ ) {

                    a.push( this.getBoolean() );

                }

                return a;

            },

            getUint8: function () {

                var value = this.dv.getUint8( this.offset );
                this.offset += 1;
                return value;

            },

            getInt16: function () {

                var value = this.dv.getInt16( this.offset, this.littleEndian );
                this.offset += 2;
                return value;

            },

            getInt32: function () {

                var value = this.dv.getInt32( this.offset, this.littleEndian );
                this.offset += 4;
                return value;

            },

            getInt32Array: function ( size ) {

                var a = [];

                for ( var i = 0; i < size; i ++ ) {

                    a.push( this.getInt32() );

                }

                return a;

            },

            getUint32: function () {

                var value = this.dv.getUint32( this.offset, this.littleEndian );
                this.offset += 4;
                return value;

            },

            // JavaScript doesn't support 64-bit integer so calculate this here
            // 1 << 32 will return 1 so using multiply operation instead here.
            // There's a possibility that this method returns wrong value if the value
            // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
            // TODO: safely handle 64-bit integer
            getInt64: function () {

                var low, high;

                if ( this.littleEndian ) {

                    low = this.getUint32();
                    high = this.getUint32();

                } else {

                    high = this.getUint32();
                    low = this.getUint32();

                }

                // calculate negative value
                if ( high & 0x80000000 ) {

                    high = ~ high & 0xFFFFFFFF;
                    low = ~ low & 0xFFFFFFFF;

                    if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;

                    low = ( low + 1 ) & 0xFFFFFFFF;

                    return - ( high * 0x100000000 + low );

                }

                return high * 0x100000000 + low;

            },

            getInt64Array: function ( size ) {

                var a = [];

                for ( var i = 0; i < size; i ++ ) {

                    a.push( this.getInt64() );

                }

                return a;

            },

            // Note: see getInt64() comment
            getUint64: function () {

                var low, high;

                if ( this.littleEndian ) {

                    low = this.getUint32();
                    high = this.getUint32();

                } else {

                    high = this.getUint32();
                    low = this.getUint32();

                }

                return high * 0x100000000 + low;

            },

            getFloat32: function () {

                var value = this.dv.getFloat32( this.offset, this.littleEndian );
                this.offset += 4;
                return value;

            },

            getFloat32Array: function ( size ) {

                var a = [];

                for ( var i = 0; i < size; i ++ ) {

                    a.push( this.getFloat32() );

                }

                return a;

            },

            getFloat64: function () {

                var value = this.dv.getFloat64( this.offset, this.littleEndian );
                this.offset += 8;
                return value;

            },

            getFloat64Array: function ( size ) {

                var a = [];

                for ( var i = 0; i < size; i ++ ) {

                    a.push( this.getFloat64() );

                }

                return a;

            },

            getArrayBuffer: function ( size ) {

                var value = this.dv.buffer.slice( this.offset, this.offset + size );
                this.offset += size;
                return value;

            },

            getString: function ( size ) {

                // note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
                var a = [];

                for ( var i = 0; i < size; i ++ ) {

                    a[ i ] = this.getUint8();

                }

                var nullByte = a.indexOf( 0 );
                if ( nullByte >= 0 ) a = a.slice( 0, nullByte );

                return THREE.LoaderUtils.decodeText( new Uint8Array( a ) );

            }

        };

        // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
        // and BinaryParser( FBX Binary format)
        function FBXTree() {}

        FBXTree.prototype = {

            constructor: FBXTree,

            add: function ( key, val ) {

                this[ key ] = val;

            },

        };

        // ************** UTILITY FUNCTIONS **************

        function isFbxFormatBinary( buffer ) {

            var CORRECT = 'Kaydara FBX Binary  \0';

            return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );

        }

        function isFbxFormatASCII( text ) {

            var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];

            var cursor = 0;

            function read( offset ) {

                var result = text[ offset - 1 ];
                text = text.slice( cursor + offset );
                cursor ++;
                return result;

            }

            for ( var i = 0; i < CORRECT.length; ++ i ) {

                var num = read( 1 );
                if ( num === CORRECT[ i ] ) {

                    return false;

                }

            }

            return true;

        }

        function getFbxVersion( text ) {

            var versionRegExp = /FBXVersion: (\d+)/;
            var match = text.match( versionRegExp );
            if ( match ) {

                var version = parseInt( match[ 1 ] );
                return version;

            }
            throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );

        }

        // Converts FBX ticks into real time seconds.
        function convertFBXTimeToSeconds( time ) {

            return time / 46186158000;

        }

        var dataArray = [];

        // extracts the data from the correct position in the FBX array based on indexing type
        function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

            var index;

            switch ( infoObject.mappingType ) {

                case 'ByPolygonVertex' :
                    index = polygonVertexIndex;
                    break;
                case 'ByPolygon' :
                    index = polygonIndex;
                    break;
                case 'ByVertice' :
                    index = vertexIndex;
                    break;
                case 'AllSame' :
                    index = infoObject.indices[ 0 ];
                    break;
                default :
                    console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );

            }

            if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];

            var from = index * infoObject.dataSize;
            var to = from + infoObject.dataSize;

            return slice( dataArray, infoObject.buffer, from, to );

        }

        var tempMat = new THREE.Matrix4();
        var tempEuler = new THREE.Euler();
        var tempVec = new THREE.Vector3();
        var translation = new THREE.Vector3();
        var rotation = new THREE.Matrix4();

        // generate transformation from FBX transform data
        // ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm
        // transformData = {
        //	 eulerOrder: int,
        //	 translation: [],
        //   rotationOffset: [],
        //	 preRotation
        //	 rotation
        //	 postRotation
        //   scale
        // }
        // all entries are optional
        function generateTransform( transformData ) {

            var transform = new THREE.Matrix4();
            translation.set( 0, 0, 0 );
            rotation.identity();

            var order = ( transformData.eulerOrder ) ? getEulerOrder( transformData.eulerOrder ) : getEulerOrder( 0 );

            if ( transformData.translation ) translation.fromArray( transformData.translation );
            if ( transformData.rotationOffset ) translation.add( tempVec.fromArray( transformData.rotationOffset ) );

            if ( transformData.rotation ) {

                var array = transformData.rotation.map( THREE.Math.degToRad );
                array.push( order );
                rotation.makeRotationFromEuler( tempEuler.fromArray( array ) );

            }

            if ( transformData.preRotation ) {

                var array = transformData.preRotation.map( THREE.Math.degToRad );
                array.push( order );
                tempMat.makeRotationFromEuler( tempEuler.fromArray( array ) );

                rotation.premultiply( tempMat );

            }

            if ( transformData.postRotation ) {

                var array = transformData.postRotation.map( THREE.Math.degToRad );
                array.push( order );
                tempMat.makeRotationFromEuler( tempEuler.fromArray( array ) );

                tempMat.getInverse( tempMat );

                rotation.multiply( tempMat );

            }

            if ( transformData.scale ) transform.scale( tempVec.fromArray( transformData.scale ) );

            transform.setPosition( translation );
            transform.multiply( rotation );

            return transform;

        }

        // Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order
        // ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
        function getEulerOrder( order ) {

            var enums = [
                'ZYX', // -> XYZ extrinsic
                'YZX', // -> XZY extrinsic
                'XZY', // -> YZX extrinsic
                'ZXY', // -> YXZ extrinsic
                'YXZ', // -> ZXY extrinsic
                'XYZ', // -> ZYX extrinsic
                //'SphericXYZ', // not possible to support
            ];

            if ( order === 6 ) {

                console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
                return enums[ 0 ];

            }

            return enums[ order ];

        }

        // Parses comma separated list of numbers and returns them an array.
        // Used internally by the TextParser
        function parseNumberArray( value ) {

            var array = value.split( ',' ).map( function ( val ) {

                return parseFloat( val );

            } );

            return array;

        }

        function convertArrayBufferToString( buffer, from, to ) {

            if ( from === undefined ) from = 0;
            if ( to === undefined ) to = buffer.byteLength;

            return THREE.LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );

        }

        function append( a, b ) {

            for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {

                a[ j ] = b[ i ];

            }

        }

        function slice( a, b, from, to ) {

            for ( var i = from, j = 0; i < to; i ++, j ++ ) {

                a[ j ] = b[ i ];

            }

            return a;

        }

        // inject array a2 into array a1 at index
        function inject( a1, index, a2 ) {

            return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );

        }

        return FBXLoader;

    } )();

    THREE.FBXLoader.Logging = false;

    return THREE.FBXLoader;
});